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ddraw: Remove a useless viewport callback.
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14399f6130
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@ -4533,7 +4533,6 @@ static HRESULT WINAPI d3d3_CreateViewport(IDirect3D3 *iface, IDirect3DViewport3
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object->ref = 1;
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object->ddraw = ddraw_from_d3d3(iface);
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object->use_vp2 = 0xff;
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object->activate = viewport_activate;
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TRACE("Created viewport %p.\n", object);
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*viewport = (IDirect3DViewport3 *)object;
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@ -585,9 +585,6 @@ struct IDirect3DViewportImpl
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D3DVIEWPORT2 vp2;
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} viewports;
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/* Activation function */
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void (*activate)(IDirect3DViewportImpl*, BOOL);
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/* Field used to chain viewports together */
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IDirect3DViewportImpl *next;
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@ -1872,7 +1872,7 @@ IDirect3DDeviceImpl_3_SetCurrentViewport(IDirect3DDevice3 *iface,
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/* Activate this viewport */
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This->current_viewport->active_device = This;
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This->current_viewport->activate(This->current_viewport, FALSE);
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viewport_activate(This->current_viewport, FALSE);
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LeaveCriticalSection(&ddraw_cs);
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return D3D_OK;
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@ -103,7 +103,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
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/* Activate the viewport */
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lpViewport->active_device = lpDevice;
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lpViewport->activate(lpViewport, FALSE);
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viewport_activate(lpViewport, FALSE);
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TRACE("ExecuteData :\n");
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if (TRACE_ON(d3d7))
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@ -325,8 +325,9 @@ IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
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if (This->active_device) {
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IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
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IDirect3DDevice3_GetCurrentViewport(d3d_device3, ¤t_viewport);
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if (current_viewport) {
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if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
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if (current_viewport)
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{
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if ((IDirect3DViewportImpl *)current_viewport == This) viewport_activate(This, FALSE);
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IDirect3DViewport3_Release(current_viewport);
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}
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}
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@ -697,7 +698,7 @@ static HRESULT WINAPI IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
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/* Need to temporarily activate viewport to clear it. Previously active one will be restored
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afterwards. */
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This->activate(This, TRUE);
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viewport_activate(This, TRUE);
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hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device, dwCount, lpRects,
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dwFlags & (D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET), color, 1.0, 0x00000000);
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@ -705,7 +706,7 @@ static HRESULT WINAPI IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
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IDirect3DDevice3_GetCurrentViewport(d3d_device3, ¤t_viewport);
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if(current_viewport) {
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IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
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vp->activate(vp, TRUE);
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viewport_activate(vp, TRUE);
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IDirect3DViewport3_Release(current_viewport);
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}
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@ -978,8 +979,9 @@ IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface,
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if (This->active_device) {
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IDirect3DDevice3 *d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
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IDirect3DDevice3_GetCurrentViewport(d3d_device3, ¤t_viewport);
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if (current_viewport) {
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if ((IDirect3DViewportImpl *)current_viewport == This) This->activate(This, FALSE);
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if (current_viewport)
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{
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if ((IDirect3DViewportImpl *)current_viewport == This) viewport_activate(This, FALSE);
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IDirect3DViewport3_Release(current_viewport);
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}
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}
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@ -1074,16 +1076,16 @@ IDirect3DViewportImpl_Clear2(IDirect3DViewport3 *iface,
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return D3DERR_VIEWPORTHASNODEVICE;
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}
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d3d_device3 = (IDirect3DDevice3 *)&This->active_device->IDirect3DDevice3_vtbl;
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/* Need to temporarily activate viewport to clear it. Previously active one will be restored
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afterwards. */
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This->activate(This, TRUE);
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/* Need to temporarily activate viewport to clear it. Previously active
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* one will be restored afterwards. */
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viewport_activate(This, TRUE);
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hr = IDirect3DDevice7_Clear((IDirect3DDevice7 *)This->active_device,
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dwCount, lpRects, dwFlags, dwColor, dvZ, dwStencil);
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IDirect3DDevice3_GetCurrentViewport(d3d_device3, ¤t_viewport);
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if(current_viewport) {
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IDirect3DViewportImpl *vp = (IDirect3DViewportImpl *)current_viewport;
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vp->activate(vp, TRUE);
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viewport_activate(vp, TRUE);
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IDirect3DViewport3_Release(current_viewport);
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}
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LeaveCriticalSection(&ddraw_cs);
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